Ouroboros Jets is working on an Embraer E170, E175, E190, E195 for Microsoft Flight Simulator!
Check out our website here: https://ouroborosjets.com/
Watch our youtube videos here: Ouroboros Jets - YouTube
Join the Community Discord here: Ouroboros Jets
Preface;
Ouroboros Jets is a small development team making high quality, free aircraft for the game Microsoft Flight Simulator. The group was founded in the beginning of 2021. The team consists of individuals with varying skill sets and talent. Some joined to learn more about asset development, and some are veteran modelers with aspirations to make their first usable product. The simple mission is to be the first team to bring a high quality freeware airplane to the sim’s marketplace. With the recent degradation in payware quality products, the need for competition and a perspective change is needed evermore. Ouroboros Jets is happy to share with you our most recent progress.
Project Update Publish [March, 13, 2022]
Hello MSFS Forum! I haven’t forgotten about you all. Instead of the usual update board I will keep this one purely to the update from our discord again due to the long nature of the post. Enjoy.
#Developer Connections #1 [03|12|22]
Today we’re going to try a new format of updates. This will include many of our developers pitching in to help explain the jet and our process in greater detail. We will host more devleoper connections if we receive posistive feedback from this initial trial, but we will not perform them as often as our typical update logs & screenshots. The time it takes to prepare something nice has restricted us only to the simple picture and comment. We have been developing for over a year now and having a proper benchmark for the community felt like the right thing to do. Enough blabber and enjoy the presentations from our fantastic volunteer developers.
You all know me already, but I’ll give a brief description of my current tasks as the other developers will be doing likewise. Right now I am busy managing the group and helping to plan the future layout of how an aircraft is made. I am driving the group to make “Standards” we can end up replicating throughout the lifecycle of an Ouroboros Jets add on. I have also kept up working on the XML files for the jet so users can interact with the jet in the most logical way possible. Bringing the jet to life has been serious fun for me to do after the stressful environment of real flying. With Taco’s assistance, we will together be remaking the large majority of asset topology now that we have most of the objects in the correct physical locations as per real life. Having a quickly built model solo was a great thing to keep the ball moving as each developer learnt the ropes of the new sim, and uses the current model in game to test their work. Now we can refine the work to be accurate and well suited for the game engine. Reducing poly counts and addressing shading errors from my previously bad models will ensure the best jet we can possibly make. Below is a picture showing the newly formed topology on an existing asset(s). Extensive research is also underway to understand the game and it’s limitations. What may exist from FSX does not always apply to the new engine.
Other methods for the creation of generalized aircraft within the simulator have cropped up over the past year, and I’m willing to show you a new method we will soon apply to our favorited Ejet family to increase it’s accuracy. Thanks to our fantastic @embraercrew , we have received information on a scale we can’t even begin to use, but we will apply it to the visualized parts of the aircraft for the simulator. Anything not imminently visible to the user will not be created to save time and performance. While ripping up the floorboards of the jet would be a fun addition, it is rather impractical. (If any other dev does this though hey my hats off!) Below you can see my funky test of a fuselage creation. While the cross sections of the test subject are inaccurate for a hobbyist model, with the information we now have for the Ejet it is likely possible to get the shape and dimensions of the fuselage accurate within inches, as we cannot afford the time or money to spend on the prized “3D Scan” of an aircraft.
Hello everyone, my name is Taco and I am a screen dev working on the PFD and EICAS for the E-170. Today I will be showcasing our Honeywell Primus Load 27.1 PFD. In the video below you can see the PFD in action during takeoff, Landing, as well as some footage of excessive pitch markings, overspeed logic, and the stall warning markings
-Completed Features:
- Artificial Horizon
- Airspeed Tape
- V-Speed Bugs
- Recommended flap speed bug
- AP speed && altitude bugs
- Altimiter
- Vertical Speed Needle
- Radio Altimiter (including terrain warning on altitude tape)
- Baro adjustment
- GPS and VOR navigation via HSI
- Working overspeed, stall, excessive slip/skid and excessive pitch warnings
- Current NAV and COM frequencies displayed on the bottom of PFD
-Tasks that I have started:
- Vertical and horizontal guidence bugs (currently just static)
- FMA (waiting for more AP information, only static for the showcase)
- Projected speed (this needs some fixes)
-Tasks that are planned for the future:
- Alternate map mode (waiting for shared component with MFD)
- Declutter under excesive pitch or bank
.
Hi, my name is Lincoln and I work with SDK and systems development. I am currently reworking the aircraft systems and the flight model to be as close to the real aircraft as possible. We are always looking for real references for development and soon we should demonstrate more in depth how everything works. The fuel system was made based on the real diagram and following the logic from the manuals. As you can see in the image below, the fuel system is very simple when compared to other aircraft. Much of the process is also automated, making the operation of the aircraft even easier. Soon we will show the complete operation in the cockpit along with the electrical system. The flight model is also being redone over the course of more documents so that we can have the correct real-life performance from day one.
Hello there, my name’s Vitor and i’m the lead Graphical Artist responsible for the visual identity of the Ouroboros team, decals for the cockpit, font for the screens, EFB’s UI concept and planning, i’m also providing help to our screen developers when needed and now i am starting to work with textures in Substance Painter.
Founder and Chief developer at Ouroboros Jets ~jerj100